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Side by Side Diff: src/gpu/gl/GrGLProgramDataManager.cpp

Issue 1428543003: Create GLSL base class for ProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: add space Created 5 years, 1 month ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkMatrix.h" 8 #include "SkMatrix.h"
9 #include "gl/GrGLProgramDataManager.h" 9 #include "gl/GrGLProgramDataManager.h"
10 #include "gl/GrGLGpu.h" 10 #include "gl/GrGLGpu.h"
(...skipping 42 matching lines...) Expand 10 before | Expand all | Expand 10 after
53 SkASSERT(GrGLSLShaderVar::kNonArray == builderSeparableVarying.fVariable .getArrayCount() || 53 SkASSERT(GrGLSLShaderVar::kNonArray == builderSeparableVarying.fVariable .getArrayCount() ||
54 builderSeparableVarying.fVariable.getArrayCount() > 0); 54 builderSeparableVarying.fVariable.getArrayCount() > 0);
55 SkDEBUGCODE( 55 SkDEBUGCODE(
56 separableVarying.fArrayCount = builderSeparableVarying.fVariable.get ArrayCount(); 56 separableVarying.fArrayCount = builderSeparableVarying.fVariable.get ArrayCount();
57 separableVarying.fType = builderSeparableVarying.fVariable.getType() ; 57 separableVarying.fType = builderSeparableVarying.fVariable.getType() ;
58 ); 58 );
59 separableVarying.fLocation = builderSeparableVarying.fLocation; 59 separableVarying.fLocation = builderSeparableVarying.fLocation;
60 } 60 }
61 } 61 }
62 62
63 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const { 63 void GrGLProgramDataManager::setSampler(UniformHandle u, int texUnit) const {
64 const Uniform& uni = fUniforms[u.toIndex()]; 64 const Uniform& uni = fUniforms[u.toIndex()];
65 SkASSERT(uni.fType == kSampler2D_GrSLType); 65 SkASSERT(uni.fType == kSampler2D_GrSLType);
66 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 66 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
67 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not 67 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not
68 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert 68 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert
69 // once stages insert their own samplers. 69 // once stages insert their own samplers.
70 // this->printUnused(uni); 70 // this->printUnused(uni);
71 if (kUnusedUniform != uni.fFSLocation) { 71 if (kUnusedUniform != uni.fFSLocation) {
72 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); 72 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
73 } 73 }
74 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 74 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
75 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); 75 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
76 } 76 }
77 } 77 }
78 78
79 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const { 79 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
80 const Uniform& uni = fUniforms[u.toIndex()]; 80 const Uniform& uni = fUniforms[u.toIndex()];
81 SkASSERT(uni.fType == kFloat_GrSLType); 81 SkASSERT(uni.fType == kFloat_GrSLType);
82 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 82 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
83 SkDEBUGCODE(this->printUnused(uni);) 83 SkDEBUGCODE(this->printUnused(uni);)
84 if (kUnusedUniform != uni.fFSLocation) { 84 if (kUnusedUniform != uni.fFSLocation) {
85 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); 85 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
86 } 86 }
87 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 87 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
88 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); 88 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
89 } 89 }
90 } 90 }
91 91
92 void GrGLProgramDataManager::set1fv(UniformHandle u, 92 void GrGLProgramDataManager::set1fv(UniformHandle u,
93 int arrayCount, 93 int arrayCount,
94 const GrGLfloat v[]) const { 94 const float v[]) const {
95 const Uniform& uni = fUniforms[u.toIndex()]; 95 const Uniform& uni = fUniforms[u.toIndex()];
96 SkASSERT(uni.fType == kFloat_GrSLType); 96 SkASSERT(uni.fType == kFloat_GrSLType);
97 SkASSERT(arrayCount > 0); 97 SkASSERT(arrayCount > 0);
98 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 98 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
99 // This assert fires in some instances of the two-pt gradient for its VSPara ms. 99 // This assert fires in some instances of the two-pt gradient for its VSPara ms.
100 // Once the uniform manager is responsible for inserting the duplicate unifo rm 100 // Once the uniform manager is responsible for inserting the duplicate unifo rm
101 // arrays in VS and FS driver bug workaround, this can be enabled. 101 // arrays in VS and FS driver bug workaround, this can be enabled.
102 // this->printUni(uni); 102 // this->printUni(uni);
103 if (kUnusedUniform != uni.fFSLocation) { 103 if (kUnusedUniform != uni.fFSLocation) {
104 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); 104 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
105 } 105 }
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); 107 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
108 } 108 }
109 } 109 }
110 110
111 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { 111 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
112 const Uniform& uni = fUniforms[u.toIndex()]; 112 const Uniform& uni = fUniforms[u.toIndex()];
113 SkASSERT(uni.fType == kVec2f_GrSLType); 113 SkASSERT(uni.fType == kVec2f_GrSLType);
114 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 114 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
115 SkDEBUGCODE(this->printUnused(uni);) 115 SkDEBUGCODE(this->printUnused(uni);)
116 if (kUnusedUniform != uni.fFSLocation) { 116 if (kUnusedUniform != uni.fFSLocation) {
117 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); 117 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
118 } 118 }
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); 120 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
121 } 121 }
122 } 122 }
123 123
124 void GrGLProgramDataManager::set2fv(UniformHandle u, 124 void GrGLProgramDataManager::set2fv(UniformHandle u,
125 int arrayCount, 125 int arrayCount,
126 const GrGLfloat v[]) const { 126 const float v[]) const {
127 const Uniform& uni = fUniforms[u.toIndex()]; 127 const Uniform& uni = fUniforms[u.toIndex()];
128 SkASSERT(uni.fType == kVec2f_GrSLType); 128 SkASSERT(uni.fType == kVec2f_GrSLType);
129 SkASSERT(arrayCount > 0); 129 SkASSERT(arrayCount > 0);
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
131 SkDEBUGCODE(this->printUnused(uni);) 131 SkDEBUGCODE(this->printUnused(uni);)
132 if (kUnusedUniform != uni.fFSLocation) { 132 if (kUnusedUniform != uni.fFSLocation) {
133 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); 133 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
134 } 134 }
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); 136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
137 } 137 }
138 } 138 }
139 139
140 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { 140 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2 ) const {
141 const Uniform& uni = fUniforms[u.toIndex()]; 141 const Uniform& uni = fUniforms[u.toIndex()];
142 SkASSERT(uni.fType == kVec3f_GrSLType); 142 SkASSERT(uni.fType == kVec3f_GrSLType);
143 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 143 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
144 SkDEBUGCODE(this->printUnused(uni);) 144 SkDEBUGCODE(this->printUnused(uni);)
145 if (kUnusedUniform != uni.fFSLocation) { 145 if (kUnusedUniform != uni.fFSLocation) {
146 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); 146 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
147 } 147 }
148 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 148 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
149 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); 149 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
150 } 150 }
151 } 151 }
152 152
153 void GrGLProgramDataManager::set3fv(UniformHandle u, 153 void GrGLProgramDataManager::set3fv(UniformHandle u,
154 int arrayCount, 154 int arrayCount,
155 const GrGLfloat v[]) const { 155 const float v[]) const {
156 const Uniform& uni = fUniforms[u.toIndex()]; 156 const Uniform& uni = fUniforms[u.toIndex()];
157 SkASSERT(uni.fType == kVec3f_GrSLType); 157 SkASSERT(uni.fType == kVec3f_GrSLType);
158 SkASSERT(arrayCount > 0); 158 SkASSERT(arrayCount > 0);
159 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 159 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
160 SkDEBUGCODE(this->printUnused(uni);) 160 SkDEBUGCODE(this->printUnused(uni);)
161 if (kUnusedUniform != uni.fFSLocation) { 161 if (kUnusedUniform != uni.fFSLocation) {
162 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); 162 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
163 } 163 }
164 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 164 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
165 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); 165 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
166 } 166 }
167 } 167 }
168 168
169 void GrGLProgramDataManager::set4f(UniformHandle u, 169 void GrGLProgramDataManager::set4f(UniformHandle u,
170 GrGLfloat v0, 170 float v0,
171 GrGLfloat v1, 171 float v1,
172 GrGLfloat v2, 172 float v2,
173 GrGLfloat v3) const { 173 float v3) const {
174 const Uniform& uni = fUniforms[u.toIndex()]; 174 const Uniform& uni = fUniforms[u.toIndex()];
175 SkASSERT(uni.fType == kVec4f_GrSLType); 175 SkASSERT(uni.fType == kVec4f_GrSLType);
176 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 176 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
177 SkDEBUGCODE(this->printUnused(uni);) 177 SkDEBUGCODE(this->printUnused(uni);)
178 if (kUnusedUniform != uni.fFSLocation) { 178 if (kUnusedUniform != uni.fFSLocation) {
179 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3)); 179 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3));
180 } 180 }
181 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 181 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
182 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3)); 182 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3));
183 } 183 }
184 } 184 }
185 185
186 void GrGLProgramDataManager::set4fv(UniformHandle u, 186 void GrGLProgramDataManager::set4fv(UniformHandle u,
187 int arrayCount, 187 int arrayCount,
188 const GrGLfloat v[]) const { 188 const float v[]) const {
189 const Uniform& uni = fUniforms[u.toIndex()]; 189 const Uniform& uni = fUniforms[u.toIndex()];
190 SkASSERT(uni.fType == kVec4f_GrSLType); 190 SkASSERT(uni.fType == kVec4f_GrSLType);
191 SkASSERT(arrayCount > 0); 191 SkASSERT(arrayCount > 0);
192 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 192 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
193 SkDEBUGCODE(this->printUnused(uni);) 193 SkDEBUGCODE(this->printUnused(uni);)
194 if (kUnusedUniform != uni.fFSLocation) { 194 if (kUnusedUniform != uni.fFSLocation) {
195 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); 195 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
196 } 196 }
197 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 197 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
198 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); 198 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
199 } 199 }
200 } 200 }
201 201
202 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix []) const { 202 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
203 const Uniform& uni = fUniforms[u.toIndex()]; 203 const Uniform& uni = fUniforms[u.toIndex()];
204 SkASSERT(uni.fType == kMat33f_GrSLType); 204 SkASSERT(uni.fType == kMat33f_GrSLType);
205 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 205 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
206 SkDEBUGCODE(this->printUnused(uni);) 206 SkDEBUGCODE(this->printUnused(uni);)
207 if (kUnusedUniform != uni.fFSLocation) { 207 if (kUnusedUniform != uni.fFSLocation) {
208 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix)); 208 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix));
209 } 209 }
210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
211 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix)); 211 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix));
212 } 212 }
213 } 213 }
214 214
215 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix []) const { 215 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
216 const Uniform& uni = fUniforms[u.toIndex()]; 216 const Uniform& uni = fUniforms[u.toIndex()];
217 SkASSERT(uni.fType == kMat44f_GrSLType); 217 SkASSERT(uni.fType == kMat44f_GrSLType);
218 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 218 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
219 SkDEBUGCODE(this->printUnused(uni);) 219 SkDEBUGCODE(this->printUnused(uni);)
220 if (kUnusedUniform != uni.fFSLocation) { 220 if (kUnusedUniform != uni.fFSLocation) {
221 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix)); 221 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix));
222 } 222 }
223 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 223 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
224 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix)); 224 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix));
225 } 225 }
226 } 226 }
227 227
228 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, 228 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
229 int arrayCount, 229 int arrayCount,
230 const GrGLfloat matrices[]) const { 230 const float matrices[]) const {
231 const Uniform& uni = fUniforms[u.toIndex()]; 231 const Uniform& uni = fUniforms[u.toIndex()];
232 SkASSERT(uni.fType == kMat33f_GrSLType); 232 SkASSERT(uni.fType == kMat33f_GrSLType);
233 SkASSERT(arrayCount > 0); 233 SkASSERT(arrayCount > 0);
234 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 234 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
235 SkDEBUGCODE(this->printUnused(uni);) 235 SkDEBUGCODE(this->printUnused(uni);)
236 if (kUnusedUniform != uni.fFSLocation) { 236 if (kUnusedUniform != uni.fFSLocation) {
237 GR_GL_CALL(fGpu->glInterface(), 237 GR_GL_CALL(fGpu->glInterface(),
238 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices )); 238 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices ));
239 } 239 }
240 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 240 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
241 GR_GL_CALL(fGpu->glInterface(), 241 GR_GL_CALL(fGpu->glInterface(),
242 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices )); 242 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices ));
243 } 243 }
244 } 244 }
245 245
246 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, 246 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
247 int arrayCount, 247 int arrayCount,
248 const GrGLfloat matrices[]) const { 248 const float matrices[]) const {
249 const Uniform& uni = fUniforms[u.toIndex()]; 249 const Uniform& uni = fUniforms[u.toIndex()];
250 SkASSERT(uni.fType == kMat44f_GrSLType); 250 SkASSERT(uni.fType == kMat44f_GrSLType);
251 SkASSERT(arrayCount > 0); 251 SkASSERT(arrayCount > 0);
252 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 252 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
253 SkDEBUGCODE(this->printUnused(uni);) 253 SkDEBUGCODE(this->printUnused(uni);)
254 if (kUnusedUniform != uni.fFSLocation) { 254 if (kUnusedUniform != uni.fFSLocation) {
255 GR_GL_CALL(fGpu->glInterface(), 255 GR_GL_CALL(fGpu->glInterface(),
256 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices )); 256 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices ));
257 } 257 }
258 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 258 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
259 GR_GL_CALL(fGpu->glInterface(), 259 GR_GL_CALL(fGpu->glInterface(),
260 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices )); 260 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices ));
261 } 261 }
262 } 262 }
263 263
264 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix ) const { 264 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix ) const {
265 GrGLfloat mt[] = { 265 float mt[] = {
266 matrix.get(SkMatrix::kMScaleX), 266 matrix.get(SkMatrix::kMScaleX),
267 matrix.get(SkMatrix::kMSkewY), 267 matrix.get(SkMatrix::kMSkewY),
268 matrix.get(SkMatrix::kMPersp0), 268 matrix.get(SkMatrix::kMPersp0),
269 matrix.get(SkMatrix::kMSkewX), 269 matrix.get(SkMatrix::kMSkewX),
270 matrix.get(SkMatrix::kMScaleY), 270 matrix.get(SkMatrix::kMScaleY),
271 matrix.get(SkMatrix::kMPersp1), 271 matrix.get(SkMatrix::kMPersp1),
272 matrix.get(SkMatrix::kMTransX), 272 matrix.get(SkMatrix::kMTransX),
273 matrix.get(SkMatrix::kMTransY), 273 matrix.get(SkMatrix::kMTransY),
274 matrix.get(SkMatrix::kMPersp2), 274 matrix.get(SkMatrix::kMPersp2),
275 }; 275 };
(...skipping 16 matching lines...) Expand all
292 matrix); 292 matrix);
293 } 293 }
294 294
295 #ifdef SK_DEBUG 295 #ifdef SK_DEBUG
296 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { 296 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
297 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) { 297 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
298 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); 298 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
299 } 299 }
300 } 300 }
301 #endif 301 #endif
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